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    Showing items 1-25 of 46. (2 Page(s) Totally)
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    DateTitleAuthors
    1999-12 20世紀美術教育史的回顧與啟示-「藝術與人文」學習領域的相關思考 蘇振明
    2007 A brief review of digital games and learning. 蕭惠君; Hsiao, Hui-Chun
    2020 CrowbarLimbs: A Fatigue-reducing VR Typing System Bakar, M. A., Hsueh, H. H., Tsai, Y. -T., Li, E. C.
    2014 The Design of Wall Colors in Art Exhibitions. 蕭惠君; Hsiao, Hui-Chun
    2018 The Effect of Character Design on Character Identification for Mobile Games Li, E. C., Liang, Y. -W., Lu, H. -N., Chen, J. -Y.
    2021 The Effect of User Interface on Experiential Value for E-Book Platforms Users Tsai, Y. S., Li, E. C., Yeh, C. -L
    2009 Reflective learning through playing digital game the Sims 2. 蕭惠君; Hsiao, Hui-Chun
    2019 Using a Mobile Phone App as a Teaching Aid for Aesthetics Education: Case Study of a Photography Course at a Taiwanese Junior High School Wu, S. -C., Li, E. C.
    2020 Using a Playability Scale to Modify Mobile Games for Reducing Players’ Addictive Intention: A Mobile Game as an Example. Li, E. C., Chen, S. -Y., Lin, Y. -S., Lee, Y -Z., Huang, Y. -C., Wen, J. -Y., Syu, F. -Y.
    2013-10 Using Machinima as a Method for Color Practice and Digital Narrative Creation 蕭惠君; Hui-Chun Hsiao
    2013 Using Machinima as a Method for Color Practice and Digital Narrative Creation. 蕭惠君; Hsiao, Hui-Chun
    2006 WebQuest網路探索教學在台灣實作與教學之現狀分析研究 何貴良; 吳宜澄; 林明昌; 蔡明崇
    2000-12 九年一貫「藝術與人文」課程設計的聯想 陳秋瑾
    2018 以科技接受模式探討自費出版電子書的購買意願 蔡晏珊、李佳穎
    2019 以科技接受模式探討記帳應用程式之獎懲機制設計 呂昕妮、李佳穎
    2002-05 全球化與圖式化-東方線條的再生 郭榮瑞
    2004 反美學 許瀞月
    2003 寫實繪畫技術的後設探討 林子龍
    2002-05-15 從媽祖誕辰「繞境」之旅談台灣視覺文化的全球化與殖民化 高震峰
    2002 從媽祖誕辰「繞境」之旅談台灣視覺文化的全球化與殖民化 高震峰
    1999-03-24 從美學到視覺藝術研究法(一):美與美學的意義 吳宜澄
    1999 從美學到視覺藝術研究法(一):美與美學的意義 吳宜澄
    2010 我的版畫創作 林雪卿
    2009 我的版畫創作 林雪卿
    2010 我的版畫藝術 林雪卿

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